perf: reduce core-sim GC churn 42% and add GC-churn profiling to the perf harness (#4494)

## Summary

Reduces core-simulation GC churn by **42%** on a 20-game-minute Giant
World Map run, and extends the headless full-game perf harness so churn
is measurable and regressions are visible.

### 1. GC-churn measurement (`tests/perf/fullgame/GcProfiler.ts`)

`npm run perf:game` now reports:

- **GC pauses** by kind (minor/major/incremental) via a
`PerformanceObserver` on `'gc'` entries, bucketed into tick windows by
timestamp (V8 only delivers these entries on a timer task, so they're
flushed after the run)
- **Allocation rate** per `--window N` ticks (default 1000) from
used-heap deltas sampled every tick, so churn can be tracked across game
phases
- **Top allocating functions** from the V8 sampling heap profiler with
`includeObjectsCollectedBy{Major,Minor}GC` — i.e. actual churn including
short-lived garbage, not live memory — plus a `.heapprofile` loadable in
Chrome DevTools (Memory → Allocation sampling)

New flags: `--window N`, `--no-gc-profile`, `--no-alloc-profile`.

### 2. Allocation reductions in the hot paths it found

| Site | Change |
|---|---|
| `GameMap.bfs` | inline neighbor enumeration instead of an array per
visited tile |
| `GameMap`/`Game` | new `forEachNeighborNSWE` — allocation-free
iterator matching `neighbors()` N,S,W,E order for order-sensitive
callers (`forEachNeighbor` visits W,E,N,S, so substituting it would
change sim behavior) |
| `PlayerImpl.nearby` / `sharesBorderWith` / `shoreReachableNeighbors` |
no per-call neighbor arrays; no materialized shore-tile array |
| `PlayerImpl.units(types)` | gather into a reusable scratch buffer,
return one exact-size slice (still a fresh snapshot array per call) |
| `AiAttackBehavior.maybeAttack` | single pass over border neighbors
replacing the `flatMap`/`filter`/`map` chain over every border tile |
| `AiAttackBehavior.isBorderingNukedTerritory` | reusable `neighbors4`
buffer with early exit |
| `SharedWaterCache.build` | allocation-free neighbor iteration |
| `SpatialQuery.bfsNearest` | first-minimum scan instead of
collect-then-stable-sort (identical result incl. tie-breaking) |

### Results (Giant World Map, 400 bots, 12,000 ticks ≈ 20 game-minutes,
seed `perf-default`)

| Metric | Before | After |
|---|---|---|
| Sampled allocations (incl. collected) | 97.7 GB | **56.9 GB (−42%)** |
| GC count / total pause | 1,682 / 3,313 ms (1.8% of wall) | 1,058 /
2,087 ms (1.2%) |
| Ticks/sec | 66 | 70 |
| p99 / max tick | 49.9 ms / 988 ms | 43.5 ms / 689 ms |
| Ticks over 100 ms budget | 31 | 19 |

## Determinism

Every rewrite preserves exact iteration order (the new NSWE iterator
exists precisely for the order-sensitive sites). Verified by identical
final game-state hashes on three runs: Giant World Map 12,000 ticks
(`67286276735690560`), Giant World Map 2,000 ticks, and World 1,800
ticks.

## Test plan

- [x] Full suite green (1,896 tests)
- [x] New tests: `forEachNeighborNSWE` order contract vs `neighbors()`
over every tile; `units()` filtering semantics (insertion order,
fresh-array guarantee, duplicate types, Set path)
- [x] Final-hash equality on 3 seeded headless runs (2 maps)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Evan
2026-07-03 12:30:28 -07:00
committed by GitHub
parent 78ef7b56fd
commit 5e4b2791aa
12 changed files with 655 additions and 101 deletions
+6
View File
@@ -1172,6 +1172,12 @@ export class GameView implements GameMap {
forEachNeighbor(ref: TileRef, callback: (neighbor: TileRef) => void): void {
this._map.forEachNeighbor(ref, callback);
}
forEachNeighborNSWE(
ref: TileRef,
callback: (neighbor: TileRef) => void,
): void {
this._map.forEachNeighborNSWE(ref, callback);
}
neighbors4(ref: TileRef, out: TileRef[]): number {
return this._map.neighbors4(ref, out);
}
+12 -9
View File
@@ -48,17 +48,20 @@ export class SharedWaterCache {
let hasOcean = false;
const lakes = new Set<number>();
// The lake set is only membership-tested, so neighbor visit order does
// not matter — use the allocation-free iterator.
const visit = (neighbor: number) => {
if (!game.isWater(neighbor)) return;
if (game.isOcean(neighbor)) {
hasOcean = true;
return;
}
const comp = game.getWaterComponent(neighbor);
if (comp !== null) lakes.add(comp);
};
for (const tile of player.borderTiles()) {
if (!game.isShore(tile)) continue;
for (const neighbor of game.neighbors(tile)) {
if (!game.isWater(neighbor)) continue;
if (game.isOcean(neighbor)) {
hasOcean = true;
continue;
}
const comp = game.getWaterComponent(neighbor);
if (comp !== null) lakes.add(comp);
}
game.forEachNeighbor(tile, visit);
}
playerToWater.set(player, { hasOcean, lakes });
+27 -15
View File
@@ -33,6 +33,9 @@ import {
import { TransportShipExecution } from "../TransportShipExecution";
import { closestTwoTiles } from "../Util";
// Reusable neighbor buffer for hot loops; the simulation is single-threaded.
const NEIGHBOR_SCRATCH: TileRef[] = [0, 0, 0, 0];
export class AiAttackBehavior {
private botAttackTroopsSent: number = 0;
@@ -52,20 +55,24 @@ export class AiAttackBehavior {
throw new Error("not initialized");
}
const border = Array.from(this.player.borderTiles())
.flatMap((t) => this.game.neighbors(t))
.filter(
(t) =>
this.game.isLand(t) &&
!this.game.isImpassable(t) &&
this.game.ownerID(t) !== this.player?.smallID(),
);
// Neighbor visit order matters here: the set's insertion order feeds the
// stable troop-count sort below, so ties keep border-discovery order.
const borderingPlayerSet = new Set<Player>();
let borderHasNonNukedTerraNullius = false;
const smallID = this.player.smallID();
const visit = (t: number) => {
if (!this.game.isLand(t) || this.game.isImpassable(t)) return;
if (this.game.ownerID(t) === smallID) return;
const owner = this.game.playerBySmallID(this.game.ownerID(t));
if (owner.isPlayer()) borderingPlayerSet.add(owner);
if (!this.game.hasOwner(t) && !this.game.hasFallout(t)) {
borderHasNonNukedTerraNullius = true;
}
};
for (const t of this.player.borderTiles()) {
this.game.forEachNeighborNSWE(t, visit);
}
const playerNeighbors = this.player.nearby();
const borderingPlayerSet = new Set<Player>(
border
.map((t) => this.game.playerBySmallID(this.game.ownerID(t)))
.filter((o): o is Player => o.isPlayer()),
);
for (const n of playerNeighbors) {
if (n.isPlayer()) borderingPlayerSet.add(n);
}
@@ -81,7 +88,7 @@ export class AiAttackBehavior {
// Attack TerraNullius but not nuked territory (direct border or across a river)
const hasNonNukedTerraNullius =
border.some((t) => !this.game.hasOwner(t) && !this.game.hasFallout(t)) ||
borderHasNonNukedTerraNullius ||
playerNeighbors.some((n) => !n.isPlayer());
if (hasNonNukedTerraNullius) {
if (this.sendAttack(this.game.terraNullius())) return;
@@ -548,8 +555,13 @@ export class AiAttackBehavior {
return false;
}
// Boolean result, so neighbor order doesn't matter; a reused scratch
// buffer keeps this allocation-free and allows early exit.
const nbuf = NEIGHBOR_SCRATCH;
for (const tile of this.player.borderTiles()) {
for (const neighbor of this.game.neighbors(tile)) {
const n = this.game.neighbors4(tile, nbuf);
for (let i = 0; i < n; i++) {
const neighbor = nbuf[i];
if (
this.game.isLand(neighbor) &&
!this.game.hasOwner(neighbor) &&
+8
View File
@@ -705,6 +705,14 @@ export interface Game extends GameMap {
forEachTile(fn: (tile: TileRef) => void): void;
// Zero-allocation neighbor iteration (cardinal only) to avoid creating arrays
forEachNeighbor(tile: TileRef, callback: (neighbor: TileRef) => void): void;
// Same, but in neighbors() N, S, W, E order — for order-sensitive code.
forEachNeighborNSWE(
tile: TileRef,
callback: (neighbor: TileRef) => void,
): void;
// Writes the cardinal neighbors of ref into out (W, E, N, S order) and
// returns the count. Reuse out across calls to avoid allocation.
neighbors4(ref: TileRef, out: TileRef[]): number;
// Zero-allocation neighbor iteration for performance-critical cluster calculation
// Alternative to neighborsWithDiag() that returns arrays
// Avoids creating intermediate arrays and uses a callback for better performance
+6
View File
@@ -1134,6 +1134,12 @@ export class GameImpl implements Game {
forEachNeighbor(tile: TileRef, callback: (neighbor: TileRef) => void): void {
this._map.forEachNeighbor(tile, callback);
}
forEachNeighborNSWE(
tile: TileRef,
callback: (neighbor: TileRef) => void,
): void {
this._map.forEachNeighborNSWE(tile, callback);
}
neighbors4(ref: TileRef, out: TileRef[]): number {
return this._map.neighbors4(ref, out);
}
+36 -6
View File
@@ -39,6 +39,14 @@ export interface GameMap {
neighbors(ref: TileRef): TileRef[];
// Zero-allocation neighbor iteration (cardinal only), in W, E, N, S order.
forEachNeighbor(ref: TileRef, callback: (neighbor: TileRef) => void): void;
// Zero-allocation neighbor iteration (cardinal only) in the same N, S, W, E
// order as neighbors(). Use this in order-sensitive code — anything feeding
// sets/arrays whose iteration order affects the simulation — where
// forEachNeighbor's W, E, N, S order would change behavior.
forEachNeighborNSWE(
ref: TileRef,
callback: (neighbor: TileRef) => void,
): void;
// Writes the cardinal neighbors of ref into out (W, E, N, S order) and
// returns the count. out must have length >= 4; reuse it across calls to
// avoid allocation in hot loops.
@@ -395,6 +403,19 @@ export class GameMapImpl implements GameMap {
if (ref < (this.height_ - 1) * w) callback(ref + w);
}
forEachNeighborNSWE(
ref: TileRef,
callback: (neighbor: TileRef) => void,
): void {
const w = this.width_;
const x = this.refToX[ref];
if (ref >= w) callback(ref - w);
if (ref < (this.height_ - 1) * w) callback(ref + w);
if (x !== 0) callback(ref - 1);
if (x !== w - 1) callback(ref + 1);
}
neighbors4(ref: TileRef, out: TileRef[]): number {
const w = this.width_;
const x = this.refToX[ref];
@@ -480,15 +501,24 @@ export class GameMapImpl implements GameMap {
q.push(tile);
}
// Neighbors are enumerated inline in the same order as neighbors() to
// avoid allocating an array per visited tile.
const w = this.width_;
const southLimit = (this.height_ - 1) * w;
const visit = (n: TileRef) => {
if (!seen.has(n) && filter(this, n)) {
seen.add(n);
q.push(n);
}
};
while (q.length > 0) {
const curr = q.pop();
if (curr === undefined) continue;
for (const n of this.neighbors(curr)) {
if (!seen.has(n) && filter(this, n)) {
seen.add(n);
q.push(n);
}
}
const x = this.refToX[curr];
if (curr >= w) visit(curr - w);
if (curr < southLimit) visit(curr + w);
if (x !== 0) visit(curr - 1);
if (x !== w - 1) visit(curr + 1);
}
return seen;
}
+53 -59
View File
@@ -84,6 +84,13 @@ const EMPTY_ATTACK_UPDATES: AttackUpdate[] = [];
const EMPTY_ALLIANCE_VIEWS: AllianceView[] = [];
const EMPTY_EMOJIS: EmojiMessage[] = [];
const EMPTY_EMBARGOES = new Set<string>();
// Reusable buffers for hot loops. The simulation is single-threaded and these
// are fully consumed before any re-entrant call, so sharing is safe.
const NEIGHBOR_SCRATCH: TileRef[] = [0, 0, 0, 0];
const UNITS_SCRATCH: Unit[] = [];
// N, S, W, E — the sampling directions used by shoreReachableNeighbors().
const SHORE_DIRECTIONS_DX = [0, 0, -1, 1];
const SHORE_DIRECTIONS_DY = [-1, 1, 0, 0];
Object.freeze(EMPTY_NUMBER_ARRAY);
Object.freeze(EMPTY_STRING_ARRAY);
Object.freeze(EMPTY_ATTACK_UPDATES);
@@ -361,53 +368,41 @@ export class PlayerImpl implements Player {
return this._units;
}
// Hot path. Matches are gathered into a reusable scratch buffer and
// copied out with an exact-size slice, so each call allocates exactly
// one right-sized result array.
const scratch = UNITS_SCRATCH;
let n = 0;
// Fast paths for common small arity calls to avoid Set allocation.
if (len === 1) {
const t0 = types[0]!;
const out: Unit[] = [];
for (const u of this._units) {
if (u.type() === t0) out.push(u);
if (u.type() === t0) scratch[n++] = u;
}
return out;
}
if (len === 2) {
} else if (len === 2) {
const t0 = types[0]!;
const t1 = types[1]!;
if (t0 === t1) {
const out: Unit[] = [];
for (const u of this._units) {
if (u.type() === t0) out.push(u);
}
return out;
}
const out: Unit[] = [];
for (const u of this._units) {
const t = u.type();
if (t === t0 || t === t1) out.push(u);
if (t === t0 || t === t1) scratch[n++] = u;
}
return out;
}
if (len === 3) {
} else if (len === 3) {
const t0 = types[0]!;
const t1 = types[1]!;
const t2 = types[2]!;
// Keep semantics identical for duplicates in types by using direct comparisons.
const out: Unit[] = [];
for (const u of this._units) {
const t = u.type();
if (t === t0 || t === t1 || t === t2) out.push(u);
if (t === t0 || t === t1 || t === t2) scratch[n++] = u;
}
} else {
const ts = new Set(types);
for (const u of this._units) {
if (ts.has(u.type())) scratch[n++] = u;
}
return out;
}
const ts = new Set(types);
const out: Unit[] = [];
for (const u of this._units) {
if (ts.has(u.type())) out.push(u);
}
return out;
return scratch.slice(0, n);
}
private numUnitsConstructed: Partial<Record<UnitType, number>> = {};
@@ -454,9 +449,13 @@ export class PlayerImpl implements Player {
}
sharesBorderWith(other: Player | TerraNullius): boolean {
const map = this.mg.map();
const otherID = other.smallID();
const nbuf = NEIGHBOR_SCRATCH;
for (const border of this._borderTiles) {
for (const neighbor of this.mg.map().neighbors(border)) {
if (this.mg.map().ownerID(neighbor) === other.smallID()) {
const n = map.neighbors4(border, nbuf);
for (let i = 0; i < n; i++) {
if (map.ownerID(nbuf[i]) === otherID) {
return true;
}
}
@@ -478,26 +477,23 @@ export class PlayerImpl implements Player {
nearby(): (Player | TerraNullius)[] {
const ns: Set<Player | TerraNullius> = new Set();
for (const border of this.borderTiles()) {
for (const neighbor of this.mg.map().neighbors(border)) {
if (
this.mg.map().isLand(neighbor) &&
!this.mg.map().isImpassable(neighbor)
) {
if (
!this.mg.map().hasOwner(neighbor) &&
this.mg.map().hasFallout(neighbor)
) {
continue;
}
const owner = this.mg.map().ownerID(neighbor);
if (owner !== this.smallID()) {
ns.add(
this.mg.playerBySmallID(owner) satisfies Player | TerraNullius,
);
}
const map = this.mg.map();
const smallID = this.smallID();
const visit = (neighbor: TileRef) => {
if (map.isLand(neighbor) && !map.isImpassable(neighbor)) {
if (!map.hasOwner(neighbor) && map.hasFallout(neighbor)) {
return;
}
const owner = map.ownerID(neighbor);
if (owner !== smallID) {
ns.add(
this.mg.playerBySmallID(owner) satisfies Player | TerraNullius,
);
}
}
};
for (const border of this.borderTiles()) {
map.forEachNeighborNSWE(border, visit);
}
for (const n of this.shoreReachableNeighbors()) {
ns.add(n);
@@ -511,21 +507,19 @@ export class PlayerImpl implements Player {
private shoreReachableNeighbors(): Set<Player | TerraNullius> {
const ns: Set<Player | TerraNullius> = new Set();
const map = this.mg.map();
const shores = Array.from(this.borderTiles()).filter((t) => map.isShore(t));
const directions: [number, number][] = [
[0, -1],
[0, 1],
[-1, 0],
[1, 0],
];
for (let i = 0; i < shores.length; i += 10) {
const border = shores[i];
let shoreIdx = 0;
for (const border of this.borderTiles()) {
if (!map.isShore(border)) continue;
// Visit every 10th shore tile.
if (shoreIdx++ % 10 !== 0) continue;
const bx = map.x(border);
const by = map.y(border);
for (const [dx, dy] of directions) {
for (let d = 0; d < 4; d++) {
const dx = SHORE_DIRECTIONS_DX[d];
const dy = SHORE_DIRECTIONS_DY[d];
// Only follow directions that immediately enter water; land-adjacent
// directions are already covered by the direct neighbors() loop.
const x1 = bx + dx;
+10 -10
View File
@@ -32,25 +32,25 @@ export class SpatialQuery {
predicate: (t: TileRef) => boolean,
): TileRef | null {
const map = this.game.map();
const candidates: TileRef[] = [];
// Strict < keeps the first candidate on distance ties, so the winner
// depends only on the deterministic BFS visit order.
let best: TileRef | null = null;
let bestDist = Infinity;
for (const tile of map.bfs(
from,
(_, t) => map.manhattanDist(from, t) <= maxDist,
)) {
if (predicate(tile)) {
candidates.push(tile);
const dist = map.manhattanDist(from, tile);
if (dist < bestDist) {
best = tile;
bestDist = dist;
}
}
}
if (candidates.length === 0) return null;
// Sort by Manhattan distance to find actual nearest
candidates.sort(
(a, b) => map.manhattanDist(from, a) - map.manhattanDist(from, b),
);
return candidates[0];
return best;
}
/**
+11
View File
@@ -70,6 +70,17 @@ describe("Neighbor iteration", () => {
});
});
// forEachNeighborNSWE's contract is exact order equality with neighbors(),
// including at edges and corners, so order-sensitive code can use the two
// interchangeably.
test("forEachNeighborNSWE matches map.neighbors() exactly (contents and order) for every tile", () => {
game.forEachTile((tile) => {
const out: TileRef[] = [];
game.forEachNeighborNSWE(tile, (n) => out.push(n));
expect(out).toEqual(game.map().neighbors(tile));
});
});
test("forEachNeighborWithDiag visits all 8 neighbors in dx-major order", () => {
const tile = game.ref(5, 7);
expect(collectNeighborsWithDiag(tile)).toEqual([
+59
View File
@@ -76,6 +76,65 @@ describe("PlayerImpl", () => {
expect(cityToUpgrade).toBe(false);
});
describe("units() type filtering", () => {
beforeEach(() => {
player.buildUnit(UnitType.City, game.ref(0, 0), {});
player.buildUnit(UnitType.DefensePost, game.ref(11, 0), {});
player.buildUnit(UnitType.City, game.ref(0, 11), {});
player.buildUnit(UnitType.MissileSilo, game.ref(11, 11), {});
});
// Reference implementation: filter _units preserving insertion order.
function expected(...types: UnitType[]) {
const ts = new Set(types);
return player.units().filter((u) => ts.has(u.type()));
}
test("single type returns matching units in insertion order", () => {
expect(player.units(UnitType.City)).toEqual(expected(UnitType.City));
expect(player.units(UnitType.City)).toHaveLength(2);
});
test("returns a fresh array, not the internal or shared buffer", () => {
const a = player.units(UnitType.City);
const b = player.units(UnitType.City);
expect(a).not.toBe(b);
expect(a).not.toBe(player.units());
// Mutating one result must not affect a later query.
a.length = 0;
expect(player.units(UnitType.City)).toHaveLength(2);
});
test("two and three types return the union in insertion order", () => {
expect(player.units(UnitType.City, UnitType.MissileSilo)).toEqual(
expected(UnitType.City, UnitType.MissileSilo),
);
expect(
player.units(UnitType.City, UnitType.DefensePost, UnitType.MissileSilo),
).toEqual(
expected(UnitType.City, UnitType.DefensePost, UnitType.MissileSilo),
);
// Duplicate types don't duplicate results.
expect(player.units(UnitType.City, UnitType.City)).toEqual(
expected(UnitType.City),
);
});
test("four or more types (Set path) and no match", () => {
expect(
player.units(
UnitType.City,
UnitType.DefensePost,
UnitType.MissileSilo,
UnitType.Port,
),
).toEqual(
expected(UnitType.City, UnitType.DefensePost, UnitType.MissileSilo),
);
expect(player.units(UnitType.Port)).toEqual([]);
});
});
test("Can't send alliance requests when dead", () => {
// conquer other
const otherTiles = other.tiles();
+151 -2
View File
@@ -10,6 +10,10 @@
* 3. Top functions by self time from the V8 sampling profiler, plus a
* .cpuprofile loadable in Chrome DevTools (Performance tab) as a
* flame graph.
* 4. GC churn: GC pause counts/time by kind, allocation rate per
* time window across the game, and top allocating functions from the
* V8 sampling heap profiler (plus a .heapprofile loadable in Chrome
* DevTools > Memory > Allocation sampling).
*
* The run is deterministic for a given --seed/--map/--bots, and the final
* game-state hash is printed so optimizations can be verified to not change
@@ -17,8 +21,9 @@
*
* Usage:
* npm run perf:game -- [--map world] [--ticks 1800] [--bots 400]
* [--seed perf-default] [--top 30]
* [--seed perf-default] [--top 30] [--window 1000]
* [--no-cpu-profile] [--no-exec-profile]
* [--no-gc-profile] [--no-alloc-profile]
*/
import fs from "fs";
import path from "path";
@@ -40,6 +45,14 @@ import { GameRunner } from "../../../src/core/GameRunner";
import { PseudoRandom } from "../../../src/core/PseudoRandom";
import { GameConfig, GameStartInfo } from "../../../src/core/Schemas";
import { simpleHash } from "../../../src/core/Util";
import {
AllocationSampler,
GcTracker,
HeapSampler,
HeapWindow,
summarizeAllocationProfile,
summarizeGcEvents,
} from "./GcProfiler";
import { NodeGameMapLoader } from "./NodeGameMapLoader";
import {
CpuProfiler,
@@ -63,8 +76,11 @@ interface Options {
nations: "default" | "disabled" | number;
seed: string;
top: number;
window: number;
cpuProfile: boolean;
execProfile: boolean;
gcProfile: boolean;
allocProfile: boolean;
}
function resolveMap(name: string): GameMapType {
@@ -88,8 +104,11 @@ function parseArgs(argv: string[]): Options {
nations: "default",
seed: "perf-default",
top: 30,
window: 1000,
cpuProfile: true,
execProfile: true,
gcProfile: true,
allocProfile: true,
};
for (let i = 0; i < argv.length; i++) {
const arg = argv[i];
@@ -120,12 +139,21 @@ function parseArgs(argv: string[]): Options {
case "--top":
opts.top = parseInt(next(), 10);
break;
case "--window":
opts.window = parseInt(next(), 10);
break;
case "--no-cpu-profile":
opts.cpuProfile = false;
break;
case "--no-exec-profile":
opts.execProfile = false;
break;
case "--no-gc-profile":
opts.gcProfile = false;
break;
case "--no-alloc-profile":
opts.allocProfile = false;
break;
default:
throw new Error(`unknown argument: ${arg}`);
}
@@ -139,6 +167,11 @@ function fmtMs(ms: number): string {
return ms >= 100 ? ms.toFixed(0) : ms >= 10 ? ms.toFixed(1) : ms.toFixed(2);
}
function fmtMB(bytes: number): string {
const mb = bytes / 1024 / 1024;
return mb >= 100 ? mb.toFixed(0) : mb >= 10 ? mb.toFixed(1) : mb.toFixed(2);
}
function table(headers: string[], rows: string[][]): string {
const widths = headers.map((h, c) =>
Math.max(h.length, ...rows.map((r) => r[c].length)),
@@ -235,6 +268,10 @@ async function main(): Promise<void> {
);
runner.init();
const gcTracker = opts.gcProfile ? new GcTracker() : null;
gcTracker?.start();
const heapSampler = opts.gcProfile ? new HeapSampler() : null;
let turnNumber = 0;
const runTick = (stats: TickStats): boolean => {
runner.addTurn({ turnNumber: turnNumber++, intents: [] });
@@ -242,6 +279,7 @@ async function main(): Promise<void> {
const start = performance.now();
const ok = runner.executeNextTick();
stats.record(tick, performance.now() - start);
heapSampler?.tick();
return ok && fatalError === undefined;
};
@@ -263,14 +301,21 @@ async function main(): Promise<void> {
`${game.players().filter((p) => p.isAlive()).length} players spawned.`,
);
// Main game phase, under the CPU profiler.
heapSampler?.closeWindow("spawn");
// Main game phase, under the CPU profiler and allocation sampler.
const cpuProfiler = opts.cpuProfile ? new CpuProfiler() : null;
if (cpuProfiler) {
await cpuProfiler.start();
}
const allocSampler = opts.allocProfile ? new AllocationSampler() : null;
if (allocSampler) {
await allocSampler.start();
}
const gameStats = new TickStats();
const gameStart_ = performance.now();
let heapPeak = 0;
let windowStartTick = game.ticks();
for (let i = 0; i < opts.ticks; i++) {
if (!runTick(gameStats)) {
console.error(`game errored at tick ${game.ticks()}:\n${fatalError}`);
@@ -280,9 +325,15 @@ async function main(): Promise<void> {
if (i % 50 === 0) {
heapPeak = Math.max(heapPeak, process.memoryUsage().heapUsed);
}
if ((i + 1) % opts.window === 0 || i === opts.ticks - 1) {
heapSampler?.closeWindow(`${windowStartTick}-${game.ticks() - 1}`);
windowStartTick = game.ticks();
}
}
const gamePhaseMs = performance.now() - gameStart_;
const profile = cpuProfiler ? await cpuProfiler.stop() : null;
const allocProfile = allocSampler ? await allocSampler.stop() : null;
const gcEvents = gcTracker ? await gcTracker.stop() : null;
// ── Report ──
@@ -355,6 +406,104 @@ async function main(): Promise<void> {
);
}
if (gcEvents && heapSampler) {
const gamePhaseEvents = gcEvents.filter((e) => e.startTime >= gameStart_);
const gc = summarizeGcEvents(gamePhaseEvents);
console.log(`\n--- GC (game phase) ---`);
console.log(
table(
["kind", "count", "total ms", "avg ms", "max ms"],
(["minor", "major", "incremental", "weakcb", "all"] as const).map(
(kind) => [
kind,
String(gc[kind].count),
fmtMs(gc[kind].totalMs),
fmtMs(gc[kind].count > 0 ? gc[kind].totalMs / gc[kind].count : 0),
fmtMs(gc[kind].maxMs),
],
),
),
);
console.log(
`GC time: ${fmtMs(gc.all.totalMs)}ms = ` +
`${((gc.all.totalMs * 100) / gamePhaseMs).toFixed(1)}% of game-phase wall time`,
);
console.log(`\n--- Allocation & GC by window ---`);
const windowRow = (w: HeapWindow): string[] => {
const wgc = summarizeGcEvents(
gcTracker!.eventsBetween(w.startTime, w.endTime),
);
return [
w.label,
fmtMB(w.allocatedBytes),
w.ticks > 0 ? ((w.allocatedBytes / w.ticks) * 1e-3).toFixed(0) : "0",
String(wgc.minor.count),
fmtMs(wgc.minor.totalMs),
String(wgc.major.count),
fmtMs(wgc.major.totalMs),
fmtMs(wgc.incremental.totalMs),
fmtMB(w.heapUsedEnd),
];
};
console.log(
table(
[
"ticks",
"alloc MB",
"KB/tick",
"minor#",
"minor ms",
"major#",
"major ms",
"incr ms",
"heap MB",
],
heapSampler.all().map(windowRow),
),
);
console.log(
`(alloc = sum of positive used-heap deltas between ticks; a lower bound on churn)`,
);
}
if (allocProfile) {
const { sites, totalBytes } = summarizeAllocationProfile(
allocProfile,
PROJECT_ROOT,
);
console.log(
`\n--- Top allocating functions (game phase, sampled; ` +
`~${fmtMB(totalBytes)} MB total incl. collected) ---`,
);
console.log(
table(
["alloc MB", "%", "function", "location"],
sites
.slice(0, opts.top)
.map((s) => [
fmtMB(s.selfBytes),
s.selfPct.toFixed(1),
s.functionName,
s.location,
]),
),
);
const outDir = path.join(PROJECT_ROOT, "tests/perf/output");
fs.mkdirSync(outDir, { recursive: true });
const outFile = path.join(
outDir,
`fullgame-${opts.map.replace(/\W+/g, "_")}-${opts.seed}.heapprofile`,
);
fs.writeFileSync(outFile, JSON.stringify(allocProfile));
console.log(
`Heap profile written to ${path.relative(PROJECT_ROOT, outFile)}` +
` (open in Chrome DevTools > Memory > Allocation sampling)`,
);
}
if (profile) {
console.log(`\n--- Top functions by self time (V8 sampling profiler) ---`);
const fns = summarizeCpuProfile(profile, PROJECT_ROOT);
+276
View File
@@ -0,0 +1,276 @@
import { Session } from "node:inspector";
import { PerformanceObserver } from "node:perf_hooks";
import v8 from "node:v8";
// ── GC pause tracking (PerformanceObserver on 'gc' entries) ──
export type GcKind = "minor" | "major" | "incremental" | "weakcb";
const KIND_NAMES: Record<number, GcKind> = {
1: "minor", // NODE_PERFORMANCE_GC_MINOR (scavenge)
4: "major", // NODE_PERFORMANCE_GC_MAJOR (mark-sweep-compact)
8: "incremental", // NODE_PERFORMANCE_GC_INCREMENTAL (marking steps)
16: "weakcb", // NODE_PERFORMANCE_GC_WEAKCB (weak callbacks)
};
export interface GcEvent {
kind: GcKind;
/** performance.now() timeline of when the GC started. */
startTime: number;
durationMs: number;
}
export interface GcKindSummary {
count: number;
totalMs: number;
maxMs: number;
}
export type GcSummary = Record<GcKind, GcKindSummary> & {
all: GcKindSummary;
};
export function summarizeGcEvents(events: GcEvent[]): GcSummary {
const empty = (): GcKindSummary => ({ count: 0, totalMs: 0, maxMs: 0 });
const summary: GcSummary = {
minor: empty(),
major: empty(),
incremental: empty(),
weakcb: empty(),
all: empty(),
};
for (const e of events) {
for (const bucket of [summary[e.kind], summary.all]) {
bucket.count++;
bucket.totalMs += e.durationMs;
bucket.maxMs = Math.max(bucket.maxMs, e.durationMs);
}
}
return summary;
}
/**
* Records every GC the process performs, with timestamps, so pauses can be
* attributed to time windows after the fact. The tick loop is synchronous and
* V8 only dispatches buffered GC entries to observers on a later timer task
* (setImmediate and takeRecords() both see nothing), so stop() awaits timer
* ticks until no new entries arrive.
*/
export class GcTracker {
private observer: PerformanceObserver | null = null;
readonly events: GcEvent[] = [];
start(): void {
this.observer = new PerformanceObserver((list) => {
for (const entry of list.getEntries()) {
// Node's PerformanceEntry has .detail; the bundled DOM type does not.
const detail = (entry as { detail?: { kind?: number } }).detail;
const kind = KIND_NAMES[detail?.kind ?? 0];
if (kind === undefined) continue;
this.events.push({
kind,
startTime: entry.startTime,
durationMs: entry.duration,
});
}
});
this.observer.observe({ entryTypes: ["gc"] });
}
async stop(): Promise<GcEvent[]> {
let idleRounds = 0;
let lastCount = this.events.length;
while (idleRounds < 3) {
await new Promise((resolve) => setTimeout(resolve, 0));
if (this.events.length === lastCount) {
idleRounds++;
} else {
idleRounds = 0;
lastCount = this.events.length;
}
}
this.observer?.disconnect();
this.observer = null;
return this.events;
}
/** Events whose start falls in [fromTime, toTime) on the performance.now() timeline. */
eventsBetween(fromTime: number, toTime: number): GcEvent[] {
return this.events.filter(
(e) => e.startTime >= fromTime && e.startTime < toTime,
);
}
}
// ── Per-window heap sampling (allocation-rate proxy) ──
export interface HeapWindow {
label: string;
ticks: number;
wallMs: number;
/**
* Sum of positive used-heap deltas between consecutive ticks. This is a
* lower bound on bytes allocated (allocation and collection inside a single
* tick cancel out), but tracks churn trends well at ~10ms ticks.
*/
allocatedBytes: number;
heapUsedEnd: number;
/** Filled in after the run from GcTracker events. */
startTime: number;
endTime: number;
}
/**
* Call tick() after every simulation tick and closeWindow() at reporting
* boundaries. Uses v8.getHeapStatistics() (no /proc reads, unlike
* process.memoryUsage()).
*/
export class HeapSampler {
private windows: HeapWindow[] = [];
private lastHeapUsed: number;
private windowStartTime: number;
private windowAllocated = 0;
private windowTicks = 0;
constructor() {
this.lastHeapUsed = v8.getHeapStatistics().used_heap_size;
this.windowStartTime = performance.now();
}
tick(): void {
const used = v8.getHeapStatistics().used_heap_size;
const delta = used - this.lastHeapUsed;
if (delta > 0) {
this.windowAllocated += delta;
}
this.lastHeapUsed = used;
this.windowTicks++;
}
closeWindow(label: string): HeapWindow {
const now = performance.now();
const window: HeapWindow = {
label,
ticks: this.windowTicks,
wallMs: now - this.windowStartTime,
allocatedBytes: this.windowAllocated,
heapUsedEnd: v8.getHeapStatistics().used_heap_size,
startTime: this.windowStartTime,
endTime: now,
};
this.windows.push(window);
this.windowStartTime = now;
this.windowAllocated = 0;
this.windowTicks = 0;
return window;
}
all(): HeapWindow[] {
return this.windows;
}
}
// ── V8 sampling heap profiler (allocation sites, includes collected objects) ──
interface SamplingHeapProfileNode {
callFrame: {
functionName: string;
url: string;
lineNumber: number;
};
selfSize: number;
children?: SamplingHeapProfileNode[];
}
export interface SamplingHeapProfile {
head: SamplingHeapProfileNode;
samples: unknown[];
}
export interface AllocationSite {
functionName: string;
location: string;
selfBytes: number;
selfPct: number;
}
/**
* Samples allocations (including objects already collected, i.e. churn) and
* attributes bytes to the allocating function. Sampled — low overhead, sizes
* are statistical estimates.
*/
export class AllocationSampler {
private session = new Session();
private post(method: string, params?: object): Promise<unknown> {
return new Promise((resolve, reject) => {
this.session.post(method, params, (err, result) =>
err ? reject(err) : resolve(result),
);
});
}
async start(samplingIntervalBytes = 65536): Promise<void> {
this.session.connect();
await this.post("HeapProfiler.enable");
await this.post("HeapProfiler.startSampling", {
samplingInterval: samplingIntervalBytes,
includeObjectsCollectedByMajorGC: true,
includeObjectsCollectedByMinorGC: true,
});
}
async stop(): Promise<SamplingHeapProfile> {
const { profile } = (await this.post("HeapProfiler.stopSampling")) as {
profile: SamplingHeapProfile;
};
this.session.disconnect();
return profile;
}
}
/** Aggregates self-allocated bytes per function from a sampling heap profile. */
export function summarizeAllocationProfile(
profile: SamplingHeapProfile,
projectRoot: string,
): { sites: AllocationSite[]; totalBytes: number } {
const bySite = new Map<string, AllocationSite>();
let totalBytes = 0;
const visit = (node: SamplingHeapProfileNode): void => {
if (node.selfSize > 0) {
totalBytes += node.selfSize;
const { functionName, url, lineNumber } = node.callFrame;
const name = functionName || "(anonymous)";
let location = url.replace(/^file:\/\//, "");
if (location.startsWith(projectRoot)) {
location = location.slice(projectRoot.length + 1);
}
if (location !== "" && lineNumber > 0) {
location += `:${lineNumber + 1}`;
}
const key = `${name}@${location}`;
const site = bySite.get(key);
if (site) {
site.selfBytes += node.selfSize;
} else {
bySite.set(key, {
functionName: name,
location,
selfBytes: node.selfSize,
} as AllocationSite);
}
}
for (const child of node.children ?? []) {
visit(child);
}
};
visit(profile.head);
const sites = [...bySite.values()];
for (const site of sites) {
site.selfPct = totalBytes > 0 ? (site.selfBytes * 100) / totalBytes : 0;
}
sites.sort((a, b) => b.selfBytes - a.selfBytes);
return { sites, totalBytes };
}